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2018-08-143D View boarder/lasso select tool optionsCampbell Barton
Add tool options to control how select operates (add/sub/set/and/xor). Note: edit mode armature select still needs to support all options, this is complicated by how it handles partial end-point selection.
2018-07-17Cleanup: moving shading type into View3DShading.Brecht Van Lommel
So all shading settings are in this struct and can be reused in the OpenGL render engine.
2018-07-02Merge branch 'master' into blender2.8Campbell Barton
2018-07-02Cleanup: use bool for poll functionsCampbell Barton
2018-06-193D View: improve selection lockingCampbell Barton
Locked selection would still occlude with objects which could not be selected.
2018-06-13Tag object/scene for selection update from operatorsSergey Sharybin
Before that depsgraph tagging was done from inside notifier listener in viewport. This had the following issues: - If there are no viewports, selection tag was not done. Causing possible issues when object becomes visible. - Required special trickery to detect which data to tag for update. - Was causing crash when transforming/selecting markers in clip editor. This is because selecting marker needed to poke viewport to redraw, since selected bundles will be displayed differently in viewport.
2018-06-04Merge branch 'master' into blender2.8Campbell Barton
2018-06-04Cleanup: strip trailing space in editorsCampbell Barton
2018-05-03Fix crash selecting envelope bone jointCampbell Barton
2018-04-20Remove Armature Sketching & RetargetCampbell Barton
While the feature is interesting, it's not much from what we can tell. Retargeting is an important feature but needs to fit in better with typical animation work-flows. See: T52809
2018-04-19Fix edit-bone select crash w/ multi-editCampbell Barton
Also avoid duplicate base lookups and minor cleanup.
2018-04-17Pose: fix wpaint + pose mode pick & linked selectCampbell Barton
2018-04-16Depsgraph: remove EvaluationContext, pass Depsgraph instead.Brecht Van Lommel
The depsgraph was always created within a fixed evaluation context. Passing both risks the depsgraph and evaluation context not matching, and it complicates the Python API where we'd have to expose both which is not so easy to understand. This also removes the global evaluation context in main, which assumed there to be a single active scene and view layer. Differential Revision: https://developer.blender.org/D3152
2018-04-16Multi-Object EditingCampbell Barton
This adds initial multi-object editing support. - Selected objects are used when entering edit & pose modes. - Selection & tools work on all objects however many tools need porting See: T54641 for remaining tasks. Indentation will be done separately. See patch: D3101
2018-04-15Missed from last mergeCampbell Barton
2018-04-15Merge branch 'master' into blender2.8Campbell Barton
2018-04-15Cleanup: remove redundant args from ebone pickingCampbell Barton
Make this match editmesh picking more closely
2018-04-15Merge branch 'master' into blender2.8Campbell Barton
2018-04-15Cleanup: ED_armature namingCampbell Barton
- Wasn't clear which functions handle edit-bones. - Mixed both ebone and edit_bone in names. - Didn't use ED_armature_* prefix for public API. See P655 to apply to branches.
2018-03-08Merge branch 'master' into blender2.8Campbell Barton
2018-03-08Cleanup: Rename view3d context set functionCampbell Barton
Use common prefix so adding related functions share the prefix.
2018-02-13Object Mode: remove Scene.obedit for 3D ViewCampbell Barton
2017-11-30Merge branch 'master' into blender2.8Campbell Barton
2017-11-30Select similar for bones by group indexCampbell Barton
D2931 by @col-one
2017-11-23Rename any instance of scene layer or render layer in code with view layerDalai Felinto
The RenderResult struct still has a listbase of RenderLayer, but that's ok since this is strictly for rendering. * Subversion bump (to 2.80.2) * DNA low level doversion (renames) - only for .blend created since 2.80 started Note: We can't use DNA_struct_elem_find or get file version in init_structDNA, so we are manually iterating over the array of the SDNA elements instead. Note 2: This doversion change with renames can be reverted in a few months. But so far it's required for 2.8 files created between October 2016 and now. Reviewers: campbellbarton, sergey Differential Revision: https://developer.blender.org/D2927
2017-11-19Merge branch 'master' into blender2.8Julian Eisel
2017-11-18Cleanup: styleCampbell Barton
2017-11-18Add select similar custom bone shapeCampbell Barton
D2820 by @col-one w/ edits
2017-10-18Merge branch 'master' into blender2.8Campbell Barton
2017-10-18Cleanup: Use const for RNA EnumPropertyItem argsCampbell Barton
Practically all access to enum data is read-only.
2017-08-16Pass EvaluationContext instead of bContextCampbell Barton
2.8x branch added bContext arg in many places, pass eval-context instead since its not simple to reason about what what nested functions do when they can access and change almost anything. Also use const to prevent unexpected modifications. This fixes crash loading files with shadows, since off-screen buffers use a NULL context for rendering.
2017-07-21Pass EvaluationContext argument everywhereLuca Rood
Note that some little parts of code have been dissabled because eval_ctx was not available there. This should be resolved once DerivedMesh is replaced.
2017-06-08Remove selection color from the baseSergey Sharybin
Use indirect access to it via object. It was already flushing from base to object, now we can avoid such flushing. Still weird to have selection color filled in by dependency graph, but now there is no synchronization going on at least.
2017-04-11Renaming: sl > scene_layerDalai Felinto
2017-03-09Merge remote-tracking branch 'origin/master' into blender2.8Dalai Felinto
2017-03-093D View: wrap GPU_select cache callsCampbell Barton
Avoids including GPU_select and makes it more clear that the cache is needed for view3d_opengl_select calls. Also use typed enum for select mode.
2017-03-09Merge branch 'master' into blender2.8Campbell Barton
2017-03-09Merge branch 'master' into blender2.8Campbell Barton
2017-03-093D View: use cache for armature selectCampbell Barton
2017-03-083D View: new nethod of opengl selectionCampbell Barton
Intended to replace legacy GL_SELECT, without the limitations of sample queries which can't access depth information. This commit adds VIEW3D_SELECT_PICK_NEAREST and VIEW3D_SELECT_PICK_ALL which access the depth buffers to detect whats under the pointer, so initial selection is always the closest item. The performance of this method depends a lot on the OpenGL implementations glReadPixels. Since reading depth can be slow, buffers are cached for object picking so selecting re-uses depth data, performing 1 draw instead of 3 (for 24, 18, 10 px regions, picking with many items under the pointer). Occlusion queries draw twice when picking nearest, so worst case 6x draw calls per selection. Even with these improvements occlusion queries is faster on AMD hardware. Depth selection is disabled by default, toggle option under select method. May enable by default if this works well on different hardware. Reviewed as D2543
2017-03-08Rename BLI_rct*_init_pt_size -> radiusCampbell Barton
2017-03-06Merge branch 'master' into blender2.8Julian Eisel
Conflicts: source/blender/editors/space_nla/nla_draw.c source/blender/editors/space_view3d/view3d_draw.c
2017-03-05BLI_rect: add init from point functionsCampbell Barton
Initialize a rectangle from point+size.
2017-03-03Merge branch 'master' into blender2.8Julian Eisel
Conflicts: source/blender/editors/armature/pose_select.c source/blender/editors/include/ED_armature.h
2017-03-03Cleanup: redundant header, use const, short -> boolCampbell Barton
2017-03-02Remove tons of OBACTDalai Felinto
There are now only referenced in: * drawobject.c * particle_edit.c * space_image.c (a single case to be handled on workspace branch) * rigidbody_constraint.c (to be handled in the following commit)
2017-02-07Render Layers and Collections (merge from render-layers)Dalai Felinto
Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-01-16Cleanup/refactor: move BKE_deform_flip_side_name & co to BLI_string_utilsBastien Montagne
Functions like that do not have anything to do in BKE really, even less when actually more used for bones than vgroups!
2017-01-16Cleanup/refactor: get rid of fixed name limit in BKE_deform_flip_side_name & co.Bastien Montagne
Those were forcing to use vgroup name define in bones area, or even mixing with maxbonename... ugly, and totally avoidable.
2016-02-02Match armature/object select grouped orderCampbell Barton